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IMPROVING MEMORIZATION AND LONG TERM RECALL OF SYSTEM ASSIGNED PASSWORDS By JAYESH DOOLANI Presented to the Faculty of the Graduate School of The University of Texas at Arlington in Partial Fulfillment of the Requirements for the Degree of MASTER OF SCIENCE IN COMPUTER SCIENCE THE UNIVERSITY OF TEXAS AT ARLINGTON DECEMBER 2016

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IMPROVING MEMORIZATION AND LONG TERM RECALL OF SYSTEM ASSIGNED

PASSWORDS

By

JAYESH DOOLANI

Presented to the Faculty of the Graduate School of

The University of Texas at Arlington in Partial Fulfillment

of the Requirements

for the Degree of

MASTER OF SCIENCE IN COMPUTER SCIENCE

THE UNIVERSITY OF TEXAS AT ARLINGTON

DECEMBER 2016

ii

Copyright © by Jayesh Doolani 2016

All Rights Reserved

iii

To my family, friends and to my advisor, Dr. Matthew Wright, who guided me

to where I am today.

iv

ACKNOWLEDGEMENTS

I would like to thank my supervising professor Dr. Matthew Wright for his guidance,

motivation and invaluable support throughout my graduate studies. He always guided me

and gave constructive feedback about my work. It was a great learning experience for me

under his guidance.

I am grateful to Dr. Filia Makedon and to Dr. John Robb for taking time to serve on

my thesis committee. I would specially like to mention the key role Dr. Fillia Makedon’s

course on Human Computer Interaction played and was extremely beneficial for me in

completing this thesis. I also want to thank Dr. Taiabul Haque for his key inputs and for

providing great insights in this research area.

I am also grateful to Dr. Feraydune Kashefi of Computer Science department who

helped us recruit his class students for our user study.

Last but not the least, I would like to express my deepest gratitude to my parents

who encouraged and motivated me to pursue my MS. This research would not have been

possible without their emotional support.

November 11, 2016

v

ABSTRACT

IMPROVING MEMORIZATION AND LONG TERM RECALL OF SYSTEM ASSIGNED

PASSWORDS

Jayesh Doolani, M.S.

The University of Texas at Arlington, 2016

Supervising Professor: Matthew Wright

Systems assigned passwords have guaranteed robustness against guessing

attacks, but they are hard to memorize. To make system assigned passwords more

usable, it is of prime importance that systems that assign random passwords also

assist users with memorization and recall. In this work, we have designed a novel

technique that employs rote memorization in form of an engaging game, which is

played during the account registration process. Based on prior work on chunking,

we break a password into 3 equal chunks, and then the game helps plant those

chunks in memory. We present the findings of 17-participant user study, where we

explored the usability of 9 characters long pronounceable system assigned

passwords. Results of the study indicate that our system was effective in training

users to memorize the random password at an average registration time of 6

minutes, but the long-term recall rate of 71.4% did not match our expectation. On

thorough evaluation of the system and the results, we identified potential areas of

improvement and present a modified system design to improve the long-term recall

rate.

vi

TABLE OF CONTENTS

ACKNOWLEDGEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iv

ABSTRACT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . v

LIST OF ILLUSTRATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix

Chapter Page

1. INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

2. RELATED WORK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

2.1. User-chosen Passwords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

2.2. System-assigned Passwords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

2.2.1. Pronounceable Passwords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

2.2.2. Passphrases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

2.2.3. Mnemonic Passwords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

3. SYSTEM MODEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

3.1. System Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

3.1.1. Random Password Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

3.1.2. Game Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

3.1.2.1. The Distractor Task . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

3.1.3. Development Platform and Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

3.2. Science behind Proposed Technique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

3.2.1. Rote Memorization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

3.2.2. Chunking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

4. USER STUDY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

vii

4.1. Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

4.1.1. Recruitment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

4.1.2. Demographics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

4.2. Apparatus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

4.3. Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

4.3.1. Phase 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

4.3.2. Phase 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

4.4. Ecological Validity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

5. RESULTS AND DISCUSSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

5.1. Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

5.1.1. Memorability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

5.1.2. Registration Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

5.1.3. Login Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

5.1.4. Number of Attempts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

5.1.5. User Feedback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

5.2. Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

5.2.1. Memorability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

5.2.2. Registration Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

5.2.3. Login Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

5.2.4. User Feedback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

5.3. Key Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

viii

6. MODIFIED SYSTEM MODEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

6.1. System Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

6.1.1. Password Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

6.1.2. Method of Loci . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

6.1.3. Development Platform and Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

7. CONCLUSION AND FUTUREWORK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

APPENDIX A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

APPENDIX B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

REFERENCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

BIOGRAPHICAL STATEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

ix

LIST OF ILLUSTRATIONS

Figure Page

Figure 3-1 Sample output of tweaked version of pronounce3

password scheme . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Figure 3-2 A screenshot of our game containing a falling ball

and a cup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Figure 3-3 Screenshot of the game with a distractor task . . . . . . . . . . . . . . . . . 16

Figure 3-4 Atkinson-Shiffrin Memory Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Figure 5-1 User responses to survey questions after Phase 1 . . . . . . . . . . . . . . 27

Figure 5-2 User responses to survey questions after Phase 2 . . . . . . . . . . . . . . 28

Figure 6-1 Screenshot of 4 different scenes in video clip . . . . . . . . . . . . . . . . . . 35

Figure 6-2 Magnified object near a loci with object name . . . . . . . . . . . . . . . . . . 35

1

CHAPTER 1

INTRODUCTION

Passwords are the most dominant form of authentication that exists in the

wild. In spite of the hue and cry, by advocates of alternatives to passwords, that

“passwords are dead”, they still appear to be widely used in most systems and are

here to stay for the foreseeable future [3]. The main factor for the popularity of

passwords lies in its usability and ease of implementation by service providers.

Users only need to recall a secret (password) or a particular sequence (gesture)

from memory and do not require carrying anything physically with them.

Passwords can be broadly classified into two categories: User-chosen (one where

the password is constructed by the user) and System-assigned (one where the

system assigns a password to the user). When given a choice between choosing your

own password and choosing a system assigned one, users tend to choose the former

as they can create passwords that have some meaning to her [1]. It is easier for the

user to develop mental connections to the password she constructs, which helps her

memorize it [2].

Despite their widespread use, the rampant use of insecure passwords still

remains a major concern for system administrators, which is attributed to the

irrational human behavior when it comes to constructing a secure password. Prior

studies [15, 16, 17] have shown that traditional user-chosen passwords are

inherently insecure since most users choose weak and easily guessed passwords

and have been observed to construct passwords with predictable patterns [6, 14].

2

To overcome these shortcomings of user’s mentality when constructing

passwords, system administrators have adopted various password-composition

policies, which prevent the user from constructing passwords that are too easy to

crack [18]. A typical password-composition policy includes constructing a password

that contains at least one uppercase letter, one digit and one special character.

Unfortunately, these strict password-composition policies have sometimes lead to

frustration and burden for the user [5], and users often follow predictable patterns

to get around these policies and subvert the system. Previous research [4, 19] has

also reported that such policies do not improve the security of passwords, rather

they negatively affect their memorability.

One of the arguments put forward to make passwords more secure is to

avoid giving users the choice to construct their own passwords and instead have the

system assign them a randomly generated password (e.g. “lxcprjoj”). Such system-

assigned passwords have guaranteed security and are extremely difficult to crack

because of the random selection of characters. They have an innate defense against

an offline attack (e.g. brute force attack), where an attacker tries all possible

combinations with the hope of eventually guessing the correct password. In spite of

these strengths of system-assigned passwords, they are considered less usable

because of a major memorability issue, as memorizing a string of random characters

is a challenging task that users are generally not trained for. Given the appropriate

training to memorize random strings, system-assigned passwords can be made

more usable.

3

To make system-assigned passwords more usable, we argue that systems

that assign random passwords should also assist users in memorizing the password

for long-term recall. Training users to memorize passwords during the registration

process isn’t a novel idea, previous research works [24] have adopted this approach

to ease the memorability of passwords assigned by the system, but they either

generate passwords of lower entropy or do not provide sufficient memorability.

This thesis addresses the memorability issue associated with system-

assigned passwords. We propose novel techniques that leverage human’s cognitive

abilities to assist users in memorizing system-assigned passwords and be able to

recall quickly in the future. We reviewed the literature of human memory and

various memorization techniques and picked two effective techniques which have

been proven to enhance memorability. One such technique is rote memorization,

which involves repetitive rehearsal of information, so that it is retained in the short-

term memory long enough. We then harness the effectiveness of the chunking

technique to further help in encoding of the information which eventually helps in

retaining the information in long-term memory. Since rote memorization is a boring

task, we incorporated both these techniques in a simple ball and cup game, which is

played during the registration process, which helps in making the learning process

more pleasant.

To test the effectiveness of this system on pronounceable system-assigned

passwords, we conducted a two phase in-lab user study with 17 participants. Our

results showed that with recall rate of 71.4%, this technique was effective in

4

increasing the memorability of system-assigned password to a certain extent, it was

not sufficient enough to guarantee better memorability than other schemes. With a

mean registration time of 6 minutes and mean login time of 4.2 seconds, it shows

that even with a long registration time, which is a onetime activity for each account,

it is possible to achieve similar short login time as other text-based password

schemes.

To further improve the memorability, we analyzed the results of our user

study and found key areas for improvement in the proposed technique. We decided

to provide more intense training to the user in order to improve the memorability.

We propose a modified version of our technique, which uses the method of loci (also

known as memory palace method) before the rote memorization and chunking

technique. Method of loci uses the spatial and visual memory to assist in

memorization. We expect our modified technique will have a higher registration

time, but since this is a onetime activity, we believe users can leverage this

technique to memorize cryptographically stronger passwords (56 bit or 12

character).

5

CHAPTER 2

RELATED WORK

Many researchers have identified the problems associated with choosing

strong passwords. Despite the constant efforts to replace traditional text-based

passwords, no other scheme has proven to be superior to text-based passwords [6,

7]. Text-based user-chosen passwords continue to dominate in the wild; however,

they continue to cause agonizing pain to system administrators because of the fact

that users tend to construct predictable passwords [6, 14] and most of them

continue to use the same password across multiple accounts [20]. This bad practice

often leads to user’s accounts being compromised and on various occasions have

caused huge losses [21].

System-assigned passwords provide much stronger security but they suffer

from a major usability issue, as they may be difficult to remember and may lead to

user’s writing them down. Many proposals have been put forward to use some

variant of system-assigned passwords, which can be easier to remember and recall.

In this chapter, we start with the techniques recommended by previous

research studies to make user-chosen passwords much stronger and then discuss

the related-work around system-assigned passwords. We also present their

limitations to understand the motivation of our work.

6

2.1 User-chosen Passwords

Various techniques have been suggested by organizations to assist users in

constructing stronger passwords. One technique is to have password-composition

policies in place, so as to force the user to construct passwords based on strict rules,

which would make the password stronger. However, Bander AlFayyadh [8] et all

studied the password composition policies of different institutions, companies and

websites and found several inconsistencies in policy requirements. Moreover, such

strict policies have often lead to user frustration [5,31] and since registration and

password creation is not the main motive of many users, they have been found to

subvert the system, ultimately leading to construction of passwords with

predictable patterns [32].

Another approach is to proactively check the strength of password at the

time of creation by user and the display the strength of password to the user. Prior

studies suggested adopting strategies such as rejecting passwords that are from a

pre-defined list containing popular/common passwords [33] and one’s that are

deemed weak [34]. However, such password meters have been found to be

annoying to users [19]. Additionally, a comprehensive study on password meters

demonstrated the weakness and inconsistencies in deployment of these meters on

real-world websites [35]. It clearly suggests there is a need to reach a consensus on

strengths of user-chosen passwords.

7

2.2 System-assigned Passwords

Some security experts suggest system-assigned passwords are the best

alternative to tradition text-based user chosen passwords. In a setting where

system-assigned passwords are used, users are assigned a randomly generated

password by the system and it’s the user’s responsibility to memorize the password

and recall it for future logins. Several studies have revealed that although system-

assigned passwords offer a higher degree of security, they often fail to offer

sufficient memorability [2, 28, 29].

To solve the problem of weak memorability, researchers have come up with

unique design schemes for systems assigning random passwords. Some of these

schemes are discussed below.

2.2.1 Pronounceable Passwords

M Gasser in 1975 [25] made an attempt to make system-assigned passwords

more memorable by creating a pronounceable but random password generator. He

suggested that the more “English” a word appears to look like, the easier it is to

remember it. He stressed that the generator should only focus on generating a word

that can be pronounced rather than focusing on how it is to be pronounced and this

can be achieved by use of phonemes. With appropriate rules, random phonemes can

be arranged together to form a pronounceable phoneme-word. This work by Gasser

has been adopted with a little modification by NIST [26]. However, Ganessan et all

[27] studied that the Gasser system produces passwords which can be guessed

8

more easily as the system relies on frequencies of syllables as they appear in English

language.

The Pronounce3 scheme generates such pronounceable random

passwords. The flaw highlighted by Ganesan et all [27] for pronounceable

passwords is avoided in Pronounce3 scheme, by adopting a simple approach in

password construction which results in uniform entropy for all passwords

generated in the password space.

2.2.2 Passphrases

Passphrase is a password that is composed of a sequence of full or partial

words. They are typically longer than ordinary passwords, and hence many argue

that they are more secure and easier to remember. The advantage of passphrases is

that for each word in the passphrase, the user has a mental connection associated

with each word, using which the user can form passwords by concatenating several

such words. However, there exists little empirical evidence that supports the claim

of superiority of passphrases over ordinary passwords.

Richard Shay et all [28] explored the usability of 3 and 4 word system-

assigned passphrases against 8 character system-assigned pronounceable

passwords and found no substantial improvement in performance of system-

assigned passphrases compared to system-assigned passwords of similar entropy.

In their study, they compared the usability of 8 different variants of passphrases and

three variants of system-assigned passwords. They found that the users disliked

9

system-assigned passphrases and many of them opted to writing it down. Another

major issue with passphrases was selecting the dictionary. A major takeaway from

their study is the performance of pronounceable passwords. Users who were

assigned eight character long pronounceable passwords performed extremely well

both in terms of accuracy and login time.

2.2.3 Mnemonic Passwords

Mnemonic is a learning technique that helps in information retention in the

memory by using elaborative encoding or imagery to encode information to be

retained in the human memory. Carrier et all [23] suggested that mnemonic has

been recognized as an effective way to encode and retrieve information. A study by

Yan et all [24] demonstrated that mnemonic strategies can be exploited by users to

memorize tough passwords. For example, the sentence “The rainbow has 7 colors”

could be used as a mnemonic to remember the password “Trh7c”.

However, the effectiveness of this technique depends solely on user’s ability

to form mnemonics that are memorable. Sundararaman [22] developed a technique

to generate memorable mnemonics for a given password, thereby releasing the user

of its responsibility to form mnemonics. Their system generated mnemonics for

80.5% of six-character passwords and 62.7% for seven-character passwords.

Because of lack of sophisticated systems to generate plot lines for mnemonic stories

from scratch, the mnemonics formed are often repetitive, semantically unrelated

10

and mechanical in nature, which affects the memorability of the password as well as

limits the number of unique mnemonic stories that can be generated.

11

CHAPTER 3

SYSTEM MODEL

In this chapter, we propose a novel technique based on the concept of rote-

memorization and chunking, to improve the memorability and long-term recall of

system assigned passwords. In Section 3.1, we describe the design of our system and

then explain our reasoning for choosing this design based on cognitive psychology

(refer Section 3.2).

3.1 System Design

There are two major parts of our system: account registration and login.

During the account registration process, one randomly generated pronounceable

password, of length 9 characters, is assigned to the user. To assist the user in

memorizing the random password, a part of the registration process is to play a

simple ball and cup game which is based on combination of rote memorization and

chunking technique, which makes memorization easy and fun. The motive of the

game is to help plant the random password in user’s memory with rigorous training,

so that it can be easily recalled in the future. On completion of the game, the user is

asked to type in the entire password to complete the registration process.

During subsequent logins, users only need to recall the randomly assigned

password from memory and type it to complete the authentication process, similar

to any recall-based textual password schemes. The main advantage of such

technique is a very short login time, which is a major usability issue for any

12

recognition-based password schemes [36]. More detailed description of the

password generator and game is presented below.

3.1.1 Random Password Generator

While purely random strings of characters can be learned in our game, we

discovered in prototyping that typing and memorizing such strings could be difficult

in some cases (e.g. “wza”). To avoid this, we propose the use of pronounceable

random passwords, such that users can associate the string with a short sound.

While prior work (see Section 2.2.1) shows that pronounceable passwords offer no

substantial benefit in memorization in the general case, our initial tests found them

more usable in the context of our game.

We have used a tweaked version of the pronounce3 password scheme for

generation of pronounceable random passwords. The pronounce3 scheme produces

pronounceable passwords for English speakers. For our study, we used the tweaked

version of pronounce3 to generate three different strings of three characters each

and then concatenated these strings to form a nine-character password. For

generation of each three-character password set, we defined rules as follows:

i. The string must begin and end with a consonant.

ii. Every consonant must be followed by a vowel.

Based on these rules, a template T for a nine-character password can be defined as:

T = 𝛽𝛼𝛽𝛽𝛼𝛽𝛽𝛼𝛽

13

Where 𝛽 represents a consonant and 𝛼 represents a vowel. Let 𝑃𝑇 denote

the set of passwords generated by our scheme. For a template consisting of V vowels

and C consonants, 𝑃𝑇 can be defined as:

| 𝑃𝑇| = 5𝑉 x 22𝐶

Hence, using the tweaked scheme of our nine-character password generator,

the generator chooses a password from the set 𝑃9 defined as:

| 𝑃𝑇| = 53 x 226 = 233.72

The generator thus provides 33.72 bits of entropy. For comparison, six random

lowercase letters would offer 28.2 bits of entropy. Fig. 3-1 shows the sample output

of our passport generator.

Figure 3-1 Sample output of tweaked version of pronounce3 password scheme

3.1.2 Game Design

The game consists of a falling ball and a cup, as represented by Fig. 3-2. The

game has 7 levels and the aim of the game is to catch the falling ball in the cup and

clear all the levels. The randomly assigned password of length nine is broken down

into three chunks of three letters each, to take advantage of chunking (see Section

14

3.2.2). You can see in Figure 3-2, that the screen is divided into three separate

columns and each column is associated with one chunk. So for a password

“higcokbuc”, the first column contains the chunk “hig”, second contains “cok” and

the last column contains “buc”. At a time, only 1 ball falls and only 1 column is active.

Figure 3-2 A screenshot of our game containing a falling ball and a cup

When the ball falls in a particular column, the user has to correctly type the

chunk associated with that column to move the cup under the ball to catch it. For

example, in Figure 3-2, to catch the ball in the cup, the user has to type “hig” to move

the cup under the ball. If the user types the chunk incorrectly, the cup stays in its

position and the ball falls quickly to the ground. This process is repeated five times

per chunk per level and during the first two levels, the chunk is shown in center of

that column as a hint in order to plant the chunk in user’s short-term memory. In

later levels (level 3 and 5), to test the user’s short-term memory, the hint is shown

only when the ball falls below half the screen size. After completion of each level, a

15

diamond is added above the progress bar, to help users keep track of their progress.

In the 7th level, no hints are shown at all and users are forced to use their long-term

memory to type the chunk to catch the ball. Any mistake made while typing the

chunk for first time in 7th level takes the user back to level 5 to allow for more

training.

3.1.2.1 The distractor Task

Our intention to have a distractor task was to distract participants from the

subject of our investigation and to require them to spend a small non-trivial effort.

We wanted this distractor task to be meaningfully relevant to the ongoing task but

also wanted this to be quick and fast, so as to avoid a long registration time.

In the distractor levels (level 4 and 6), the password chunks were replaced

by random 3-digit numbers for each column and were shown as hints on the center

of the column (Figure 3-3). Every time a ball was falling in a column, a new random

number chunk was generated. The users still had to type the random number chunk

to catch the ball in the cup but were not asked to memorize the numbers. To help

differentiate between the distractor levels and normal levels, the color of the ball

was also changed.

3.1.3 Development Platform and Tools

Phaser.js, a HTML5 based game framework, was used to develop the game.

The pronounceable password generator was implemented in JavaScript and the

16

Figure 3-3 Screenshot of the game with a distractor task

sample website was developed using HTML5, CSS, JavaScript and PHP. The game

assets were developed in Adobe Photoshop CS5.

3.2 Science behind Proposed Technique

In 1968, Atkinson and Shiffrin proposed a theoretical framework of the

human memory [9], in which they suggested that human memory is composed of a

series of stores, namely: Sensory Memory, Short-term Memory and Long-term

Memory (Illustrated by Figure 3-4). According to their theory, any new information

not immediately attended to, enters the sensory memory, where it remains for a

very brief amount of time before getting decayed and erased. However, information

that is attended to, arrives in another store called short-term or working memory.

The information in this store is maintained for roughly 30 seconds, before

eventually getting decayed. However, if the information is been actively rehearsed, it

can be retained in the short-term store longer. Finally, the long-term memory store

17

Figure 3-4 Atkinson-Shiffrin Memory Model

acts as a permanent storage of information for humans. The transfer of information

(copying) from short-term store to long-term store depends on further processing

and encoding. Memorization techniques can assist in encoding of information and

thereby eventually assist in transfer of information from short-term store to long-

term store, aiding in long-term recall.

3.2.1 Rote Memorization

Rote memorization is a form of a learning technique, which is based on

repetition. The fundamental idea behind rote memorization is that the more one

performs the same task repeatedly to memorize a material, the easier it will be to

quickly recall it. This form of learning is routinely used in scenarios where fast

memorization is required, such as learning a dialogue from a script or memorizing a

phone number. The science behind rote memorization is based on the working of

18

human memory, described in section 3.1, where repetition and rehearsal of

information helps to maintain the information in the short-term store, and

eventually supplements the process of transferring the information to long-term

store. Atkinson and Shiffrin cite evidence for this transfer of information in studies

by Hebb [11] and Melton [10], where subjects had to repeat sequences of digits,

which were then gradually learned by the subjects. Similar basic repetition tasks

have also been used before to train users to learn stronger (56-bit) passwords [12,

13].

Rote memorization is a boring task, and effective if used properly. We propose

to harness the power of rote memorization by making it pleasant and effective with

use of games played at time of registration. This game based learning approach has

been used before [37] and has proven to be an effective technique, since playing the

game increases the user’s engagement level. Given the appropriate training at time

of registration, general users can avail power of rote memorization to memorize

system assigned passwords in a fun way.

3.2.2 Chunking

Traditional concept of chunking refers to the practice of breaking down an

element into multiple smaller elements that are semantically meaningful. A good

example of chunking is representation of a phone number in the United States,

where a ten-digit phone number is broken down into smaller chunks of 3-3-4 (e.g.

123-456-7890) where each chunk represents area code, exchange code and

19

subscriber number respectively. Since the chunking concept already exists and is

working well in the real world, we hypothesized that breaking down a long system-

assigned password into smaller chunks of equal lengths, even if they have no

semantic meaning, would improve the password’s long-term memorability. Jun Ho

Huh et all [38] studied the effect of chunking on system-generated PIN’s

memorability and found that, overall, there was an improvement in memorability of

system-generated PIN’s.

Chunking is a psychological process where individual pieces of information are

pieced together to form a meaningful whole. Previous literature work, such as

Miller’s [30], has shown that probability of recall increases when chunking strategy

is used. He suggested that short-term memory has a capacity of “seven plus or

minus two” chunks. Hence remembering 10 separate digits of a phone number can

be difficult, as it’s beyond the ‘seven plus-or-minus two’ memory span. Chunking on

the other hand proves beneficial as with 3 chunks of 3-3-4 (which is well under the

seven plus-or-minus two limit of short-term memory), it become easier to

remember a phone number.

We evaluated various chunking policies [39], and found breaking a 9-character

password into chunks of 3-3-3 to be an optimum technique to aid in memorization.

20

CHAPTER 4

USER STUDY

This chapter focuses on the design of our user study to evaluate our proposed

technique of assisting users to memorize system-assigned passwords. The study

was conducted on-campus at University of Texas – Arlington, in a controlled lab

environment, and was approved by the Institutional Review Board (IRB) of UTA.

4.1 Participants

4.1.1 Recruitment

For our in-lab user study, we recruited participants by collaborating with

students of CSE 1301 class in the Department of Computer Science and Engineering

at University of Texas at Arlington. These participants were compensated one lab

credit for completing the entire study. We also recruited participants through

distribution of flyers and word of mouth and such participants were compensated

with one $10 Amazon gift card.

4.1.2 Demographics

We had 17 participants in total, where 7 were male and 10 were females.

The youngest participant was 19 years old whereas the oldest one was 32 years old

and the mean age of our participants was 22.06. All the participants were students

of UT-Arlington and came from diverse background including Psychology,

21

Chemistry, Public Relations, Mechanical Engineering, and Healthcare Administration

etc.

Of the 17 participants who reported their current Degree level, 13 reported

as currently pursuing Bachelor’s degree whereas 4 reported pursuing Master’s

degree. All 17 participants completed the Phase 1 of our study and only 14

participants returned one week later to complete the Phase 2 of the study.

4.2 Apparatus

To test the effectiveness of our technique for a general web application, we

created a sample website which we outfitted with our study condition. The sample

website records user’s behavior such as time taken to complete the registration

process, number of attempts made to login, time taken for each login attempt and

keystroke.

4.3 Procedure

Our user study was divided into two phases, both separated one week apart

where each study was roughly 20 minutes long. The gap between both phases was

one week because it was larger than the average interval for a user between

subsequent logins for her crucial user accounts (like Bank accounts) [40]. Several

other studies on authentication systems [41, 29] also followed a gap of 1 week

between sessions.

22

4.3.1 Phase 1

Participants had to be physically present in the lab and were asked to report

at a specific time previously agreed upon. They were then presented with the

consent form to read and sign after which they were given an overview of our study.

They were given sufficient time to ask questions before starting the user study. The

participants were then asked to perform registration on the sample website. On

entering the required details on our sample website, the system generated a 9

character long random password, following which they were asked to play a game,

as part of the registration process, to memorize the password. On completion of the

game, the website prompted the user to enter their entire password for verification

and the account registration process came to an end. The participants were then

asked to complete a paper-based survey (see Appendix A) about their experience

for this phase of the study. Before leaving, the participants were reminded to show

up for the second phase of the study after one week.

4.3.2 Phase 2

After a week of completing the Phase 1, when participants returned for the

Phase 2 of the study, they were asked to log in to the sample website using the

password that was assigned to them in Phase 1. They were allowed to make a

maximum of five attempts for a successful login. After finishing, they were asked to

complete a paper-based survey (see Appendix B) about their overall experience.

Participants were then compensated and thanked for their time and participation.

23

4.4 Ecological Validity

Our participants came from diverse majors, were young, educated and hence

they represent a large number of real world Internet users, but do not necessarily

generalize to an entire population of Internet users. The choice of conducting a lab-

based user study was made based on the fact that a lab setting has been preferred

studies to test brain-powered memorability of passwords [42]. A lab setting also

allows us to restrict influence of unwanted variables on our study and helps us

establish performance criteria to determine if field study would be beneficial to

conduct in the future.

24

CHAPTER 5

RESULTS AND DISCUSSION

In this section, we present the results of our user study described in Chapter

4 followed by a discussion. The metrics we used to evaluate the usability of our

proposed technique were: memorability, registration time, number of login

attempts, login time and user feedback. Since 3 out of 17 participants did not return

to complete the Phase 2 of our user study, their data has been excluded, so we

present the findings of 14 participants.

5.1 Results

5.1.1 Memorability

Our results show that out of 14 participants in the user study, 10

participants (71.43%) were able to recall their system-assigned password after 1

week and were successful in logging into our sample website. Of the 10 participants

who were able to login successfully, 9 participants (90%) were able to login in their

first attempt whereas 1 participant succeeded in the fifth attempt.

5.1.2 Registration Time

We define registration time as the time taken by participants to finish

playing the game to memorize the system-assigned password.

The mean registration time using our technique was 362.4 seconds (6.04

minutes) and the median and standard deviation was 357 seconds and 30.59

25

seconds respectively. At the end of Phase 1, we asked for the perception of

participants on the registration time (time for learning the password) of our

proposed technique through a five-point Likert scale (Strongly Disagree: 1 to

Strongly Agree: 5) question “Learning my password was Time consuming”. The

feedback we received for this question had a Median: 3 and Mode: 3 (See Figure XX).

At the end of Phase 2, we asked the participants, through a five-point Likert scale

question, if the time spent for learning the password was worth it. The feedback we

received was Median: 4 and Mode: 4 (See Figure YY).

5.1.3 Login Time

In our study, we have only considered the login time of participants who

were able to login successfully. Additionally, we have defined login time as the

summation of time of all the unsuccessful and successful attempts made to log in.

For example, if a user required three attempts to login successfully, then the login

time is defined as the sum of time taken for the two unsuccessful attempts and time

taken for the third attempt, which was successful. We have excluded the data of all

participants from result analysis who made more than five unsuccessful attempts to

login.

Our results show that the mean login time was 4.2 seconds and the median

and standard deviation was 3.29 seconds and 3.25 seconds respectively. Compared

to login times of other password schemes [12,13,22,28,29], this login time is

considered ideal for recalling and typing a 9-character password.

26

5.1.4 Number of attempts

In our study, we take into account the number of attempts made by users

who were able to login successfully. The mean number of attempts for successful

login was 2.4, median being 1 and standard deviation of 2.02.

5.1.5 User Feedback

To understand user’s sentiments while using our system, we asked the

participants to answer a paper-based survey (see Appendix A & B) at the end of

each phase of our user study. Most of the questions were on a 5-point Likert scale

and participants were asked to indicate their agreement from “Strongly Agree” (5

points) to “Strongly Disagree” (1 point). The feedback received for each phase is

described below.

Phase 1

At the end of Phase 1, we asked for the feedback from participants about

their learning experience and whether learning through rote memorization by

playing a game was annoying or time consuming. Figure 5-1 shows some of the

user’s responses after completing Phase 1. We received positive responses from

participants regarding the fun they had and about the easy learning process. We

received mixed responses regarding the process being time consuming, whereas

most participants disagreed that the process was annoying.

27

Figure 5-1 User responses to survey questions after Phase 1

Phase 2

At the end of Phase 2, we asked the participants about their feedback

regarding our password system and whether they found it easy to recall their

password after playing the game. Figure 5-2 shows users responses to some of the

survey questions asked at the end of Phase 2. Most participants reported that

recalling the password was easy and majority of them felt the password system was

secure.

0

2

4

6

8

10

12

14

16

18

Learning my passwordwas easy

Learning my passwordwas fun

Learning my passwordwas Time consuming

Learning my passwordwas Annoying

Nu

mb

er o

f U

sers

User Sentiments

Phase 1 User Responses

Strongly Agree Agree Neutral Disagree Strongly Disagree

28

Figure 5-2 User responses to survey questions after Phase 2

5.2 Discussion

System-assigned passwords offer high level of security against brute force

attacks, however, they fail at providing satisfactory memorability, as general users

are not trained to memorize random passwords. We studied the human memory

model by Atkinson and Shiffrin [9], where they stated that the transfer of

information from short-term memory to long-term memory requires further

encoding. Based on that, we designed a technique, using rote memorization and

chunking which have been proven to effective learning techniques, in form of a

game to engage the user in actively learning the password. Our technique explores a

0

2

4

6

8

10

12

14

16

Password was easierto remember

Password system issecure

Password was easilytypable

Time spent forlearning password

was worth it

Nu

mb

er o

f U

sers

User Sentiments

Phase 2 User Responses

Strongly Agree Agree Neutral Disagree Strongly Disagree

29

new area to improve memorability of system-assigned passwords by leveraging

power of human memory.

To understand the efficacy of our technique, we developed a system that

employs the above technique using games, played during the account registration

process, to assist users in memorizing their password. To further assist the user in

learning, we used a tweaked version of pronounce3, a pronounceable password

scheme, to generate random passwords. To investigate the impact of this system on

improving memorability of system-assigned passwords, we conducted a user study

with 17 participants.

We agree with the fact that the sample size of our experiment was not very

large. Hence, generalizing our findings to a broader community should be made with

great care.

5.2.1 Memorability

After a gap of seven days between learning the password and recalling it to

login, we found the successful recall rate of 71.43%. This is not a significant

improvement in memorability. The repetitive rehearsal of typing chunks of

password should have been sufficient enough to help in the encoding of information,

the recall rate suggests otherwise. The pronounceable password made a security-

tradeoff to offer better memorability, but the recall rate suggest that with our

technique, this tradeoff is not valuable. We conclude that our technique alone

cannot offer significant improvement in memorability.

30

5.2.2 Registration Time

In our study, we found registration time (time to finish the game) of 6

minutes to be reasonable, as the game has 7 levels and the rote memorization

technique requires lots of repetitive typing of password chunks. The game is the

most crucial part of the system as the ability to easily recall the password in the

future depends on the encoding of the password through rote memorization. Hence,

even a longer registration time can be beneficial with more intense training,

provided it offers a higher memorability.

5.2.3 Login Time

We found that the login time of 4.2 seconds to type a 9-charater password to

be ideal. Since our training technique helps in encoding the information to be saved

in long-term memory, at the time of login, users only need to recall the password

from memory. Compared to other recognition-based password schemes, the

performance of our recall-based scheme performs significantly better.

5.2.4 User Feedback

A crucial part of our user study was the feedback we asked from participants

for our system after each phase of our study. The survey questions (Appendix A & B)

focused on learning the user’s sentiment for our proposed system and the

effectiveness of the technique. Based on the survey responses we received, majority

of participants found that using our technique, learning their password was fun and

31

easy. This is very crucial as users are spending extra effort during registration to

memorize a password and the training experience plays a major factor in the

usability of the system. Participants found it easier to remember their password and

reported that the time spent to learn the password was worth it. This indicates that

our system has potential to be used in a general setting if the memorability provided

is exceptionally better.

5.3 Key Takeaways

The overall positive feedback received from participants regarding the ease

of use of our system and its effectiveness suggests that the system design has the

potential to improve the memorability of system-assigned passwords. With the

current recall rate of our technique, the key takeaway is that rote memorization and

chunking alone do not provide sufficient encoding of password in long-term

memory and perhaps a more intense training could prove to be beneficial. The rote

memorization and chunking technique does help in retaining the password longer in

short-term memory but more work is required to transfer the password stored from

short-term to long term memory.

32

CHAPTER 6

MODIFIED SYSTEM MODEL

In previous chapter, we discussed the results of the rote memorization and

chunking technique and found that the technique was not quite as helpful as we had

expected it to be. In this chapter, we propose an improved design of our previous

technique, were we add the method of loci applied using a video clip before starting

the game. In Section 6.1, we describe the design of our system.

6.1 System Design

There is no change in the number of components in the system compared to

one described in section 3.1. At the time of registration, the system assigns a

randomly generated 12-character password composed of lowercase letters from the

English alphabet. In the next step, the system generates a video clip dynamically,

based on the letters in the assigned password. The video clip is based on the concept

of method of loci. As soon as the video clip ends, the user is asked to type the

password after which she is tasked with playing the game, based on rote

memorization and chunking. The functionality of the game is same as one described

previously, but instead of using three chunks and dividing the screen into three

columns, we use 4 chunks, each of 3 characters, and divide the screen into 4

columns, one for each chunk. Once the game is completed, the user is again asked to

type in the password to complete the registration process.

33

The login process is the same, as before, the user only needs to recall the

password from memory and type it in to complete the authentication process. We

expect the average login time to be slightly longer as before, since the user has to

type twelve characters instead of nine.

A detailed description of the password generator and video clip for method

of loci is given below for a better understanding of our system.

6.1.1 Password Generator

Our previous stint with pronounceable passwords didn’t reveal any

significant results, as even with rote memorization, pronounceable passwords didn’t

offer any substantial gain in memorability of system-assigned password, and hence

we decided to use traditional system-assigned password generators to generate

random passwords.

6.1.2 Method of Loci

Although method of loci seems to be more effective if the user is extremely

familiar to the environment, one research study demonstrated that virtual

environments could be as effective as familiar environments. Hence, we

implemented the method of loci in a virtual environment.

The virtual environment we designed was modeled after a regular real

world apartment that consists of a study area, staircase to upper floors, dining room,

kitchen, living room and a fireplace. Figure 6-1 shows 4 different scenes in our

34

virtual apartment. The 12 loci points we picked were study table, drawer, staircase,

dining table, kitchen sink, microwave, coffee table, book shelf, sofa, fireplace, flower

vase and a chair near the window. The camera visited these 12 points in the same

order as above and the layout of the apartment was fixed. We also had a predefined

list of 26 objects to pictorially represent the 26 alphabets of English language (for

example, an apple for letter ‘a’, a party popper for letter ‘p’). Depending on the

random password assigned, 12 objects were selected, and each object would appear

in order, at the 12 loci points in our virtual apartment.

Let’s say the system generated a password “gupatsiekcbr”, then the video

clip would first show Grapes on top of study table, then an umbrella over the

drawer, a party popper on the staircase, an apple on the dining table, a torch in

kitchen sink, a saw near the microwave, an ice cream on top of coffee table, an egg in

the book shelf, a kite on the sofa, a coin near the fireplace, a basketball on top of

flower vase and lastly, a rabbit on the chair near the window.

The video clip shows the tour of the apartment, starting from first loci and

ending with last, three times. In the first tour of the apartment, objects are not

placed near the loci, in order familiarize the user with the apartment and its layout.

The video clip visits each loci in order and every loci is spotlighted, so the user

knows that it is one of the loci in the apartment. Once this is done, the camera

returns to the starting position and the apartment navigation re-starts. This time,

the objects are placed near the loci. This tour will be repeated again for one more

time.

35

Figure 6-1 Screenshot of 4 different scenes in video clip

To assist the user in recognizing each object and to plant each object’s visual

aid in user’s memory, the camera stops at the loci and the navigation is paused

briefly. The object is then highlighted, flown to the center of screen with

magnification, and the name of the object appears below the object with the first

letter highlighted (Figure 6-2). The duration of the entire clip, including all 3 tours,

is roughly 7 minutes.

Figure 6-2 Magnified object near a loci with object name

36

6.1.3 Development Platform and Tools

The virtual environment was developed using Unity3D and the apartment

assets were developed in Autodesk Maya. The 3D objects starting with the 26

alphabets were first modeled in Autodesk Maya and were then imported in Unity3D

game engine. Unity3D was used to add the camera navigation, object animation,

adding light sources in apartment and adding wall textures. The placing of objects

near loci and other functionality was implemented using C# scripting.

37

CHAPTER 7

CONCLUSION AND FUTUREWORK

User-chosen passwords are easily susceptible to brute force attacks, which

stems from the poor decisions made by many users while constructing a password.

System-assigned passwords, on the other hand, have a higher security measure but

often suffer from memorability, which directly affects its usability. Hence, making

system-assigned passwords more usable is the need of the hour and this can be

achieved by solving their memorability issue. In this thesis, we attempted to solve

this problem by exploring various memory techniques and developed a system that

assists users memorize system-assigned passwords and be easy to recall it in the

future. To achieve this, we harnessed human’s cognitive ability and chose rote

memorization and chunking technique in form of a fun game, to plant

pronounceable password’s in user’s memory. To our knowledge, this is a novel

technique to improve memorization of system-assigned passwords.

Our lab study showed that the proposed technique had a recall rate of 71.4%

and mean registration time of 362.4 seconds. From our analysis, we infer that rote

memorization and chunking alone do not provide good memorability, even after

using pronounceable random passwords. The mean login time of 4.2 seconds in our

user study indicated that a good training technique could provide the same amount

of lower login time as user-chosen passwords.

Based on our findings in the user study and after analyzing the deficiencies

of the technique, we modified our training technique and incorporated the method

38

of loci in our previous design technique. This new technique shows potential to

improve the memorability of system-assigned passwords, as method of loci has been

proven to be effective in increasing memorability, and once effective, it can be used

in a general setting in place of user-chosen passwords.

In future, we plan to conduct a user study to test the effectiveness of the

improved design. It would also be interesting to observe the performance of our

technique on mobile handsets. Prior works have demonstrated the inconvenience of

using uppercase letters, digits and special characters when constructing a password

on a mobile device. Thus, we would like to test the technique using lowercase

password on mobile devices in the future.

39

Appendix A

PHASE 1 PAPER-BASED SURVEY

40

This appendix contains the paper-based survey questions presented to participants

in the end of Phase 1 of our user study.

Learning my password was easy.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

Learning my password was fun.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

Learning my password was time consuming.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

41

Learning my password was annoying

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

I prefer memorizing the password in my own way rather than using the training

method.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

I will need to write down my password for remembering them even after playing

the game.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

42

Do you have a password or set of passwords you reuse in different places?

() Yes

() No

() I prefer not to answer

If my bank’s online banking system assigned me a password like the one I used in

this study, it would make my online bank account more secure.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

Are you willing to return and try to recall your password again in a few days?

() Yes

() No

() I prefer not to answer

If you have any additional feedback about passwords or this survey, please enter

your comments here.

What is your gender?

43

() Male

() Female

() I prefer not to answer

How old are you?

What is your major?

44

Appendix B

PHASE 2 PAPER-BASED SURVEY

45

This appendix contains the paper-based survey questions presented to participants

in the end of Phase 2 of our user study.

The password was easier to remember because I played the game.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

I needed to write down my password.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

I feel this password system is secure.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

46

I could easily type the passwords.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

The time spent for learning the password was worth it.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

I prefer this system to using a typical user-selected password system for my banking

accounts.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

47

I prefer this system to using a typical user-selected password system for my

webmail accounts.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

I prefer this system to using a typical user-selected password system for my social

networking accounts.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

I prefer this system to using a typical user-selected password system for my

university portal.

() Strongly Agree

() Agree

() Neutral

48

() Disagree

() Strongly Disagree

I prefer this system to using a typical user-selected password system for my e-

commerce accounts.

() Strongly Agree

() Agree

() Neutral

() Disagree

() Strongly Disagree

49

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55

BIOGRAPHICAL INFORMATION

Jayesh Doolani was born in Mumbai, India in 1992. He received his Bachelor

of Engineering (B.E) degree in Computer Engineering from University of Mumbai,

India in June 2014 and Master of Science (M.S) in Computer Science from University

of Texas at Arlington, USA in December 2016. His research interests cover a range of

topics including but not limited to distributed systems, human computer interaction

(HCI), and security and privacy. Since joining University of Texas at Arlington, he

was an active member of Software Engineering Research Group and iSec, the

Information Security Lab.